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- Destruction Zone
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- version 1.0
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- Copywrite (c) 1992 Julian Cochran
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- ________________________________________________________________________________
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- D-Zone may only be copied under the following conditions
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- ONLY THE STATED FILES ARE TO BE DISTRIBUTED
- ANY OTHER FILES MUST BE ERASED BEFORE DISTRIBUTION
- NO PARTS OF ANY OF THE STATED FILES MAY BE ALTERED
- NO MONEY APART FROM DISK COSTS IS TO BE INVOLVED
-
- STATED FILES: DZONE.EXE, DZONE.DOC, DZONE.GDA, DTITLE.GDA, EGAVGA.GDA, SETUP.EXE
- ________________________________________________________________________________
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- CONTENTS:
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- About the Game . . . . . . . . . . 2
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- The Real Game . . . . . . . . . . 2,3
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- Keyboard
-
- Option Screen . . . . . . . . 4
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- Controlling Tank . . . . . . 4
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- Changing Tank Controls . . . 5
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- Shopping keys . . . . . . . . 5
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- Scoring System . . . . . . . . . . 6
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- Information on items
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- Tanks . . . . . . . . . . . 7
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- Weapons . . . . . . . . . . 8..12
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- Tools . . . . . . . . . . . 13
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- Robot tanks . . . . . . . . . . . 13
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- Registration . . . . . . . . . . . 14
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- page 2
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- ABOUT THE GAME
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- Destruction Zone is a science fiction tank war game. It requires a VGA card
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- and will run on any PC/AT machine. Although written for a 486, D-Zone runs at
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- a similar speed on slower computers by lowering the detail of movement.
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-
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- DESTRUCTION ZONE - THE REAL GAME
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- Somewhere in our galaxy lies a quietly floating station, illuminated by the
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- stars, but very dark inside. From time to time a group of challengers travel to
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- the station and turn on the lights, transforming the 'Dark Zone' into the
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- 'Destruction Zone'.
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- The station is large in area, but the ceiling lies only a few metres above
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- the floor. It is the battle field for the most famous war game in the galaxy.
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- A series of triangular tanks, made up entirely of three huge cylinders, are
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- teleported into the zone and hover in their positions, repelled from the floor
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- and ceiling by strong electric forces. The liquid fuel of each tank can be seen
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- splashing around inside each cylinder and by looking closely inside, many wires
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- and tubes are also visible. Due to the radioactive fuels used, each tank glows
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- softly in a unique colour.
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- As the Destruction Zone becomes even brighter, the tanks start to move. The
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- first round has begun. The tank controllers switch between a range of weapons,
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- blasting their foes in all directions.
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- page 3
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- As time passes, the tanks glow dimmer, for they are all low on weapon fuel.
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- They wait in corners, absorbing the Zone light until they glow brighter, and
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- then they launch another attack.
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- When a tank has taken too much damage, it is teleported out of the Zone with
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- the unharmed controller, so everyone lives to play another game. From all
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- around the galaxy, the D-Zone enthusiasts await the next scoreboard update.
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- Every three rounds, competitors are allowed to spend their hard-earned money
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- in a special D-Zone shop, where advanced weaponry and special tools can be
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- bought for a suitable price.
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- Sometimes there are not enough willing to play the game which is why robot
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- tanks are often required. Many different robots are available for play, some
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- having special advantages that make them a challenge for even the best known
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- players.
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- This game is a simulation of the game described above, with each tank being
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- represented by a three point vector image, and controlled using a combination
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- of six different keys: Forwards, backwards, turn left, turn right, change
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- weapon, and fire. The background is generated randomly at the beginning of each
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- round and the Destruction Zone is viewed from above.
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- Most of the game is easy to work out without any instructions, so the rest
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- of this manual only contains information about what each key does, the scoring
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- system, and a description of each shop item and robot tank.
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- page 4
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- KEYS USED IN THE OPTION SCREEN:
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- CURSOR KEYS Change hi-lighted box.
- RETURN or SPACEBAR Toggle information in box.
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- To select a human player, move the hi-light to player 1 box and press RETURN
- until a cursor appears in the box. Now enter name and press RETURN once more.
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- It is important to know which box corresponds to which player:
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- PLAYERS x PLAYER 1 PLAYER 4
- ROUNDS xx PLAYER 2 PLAYER 5
- HOSTILE MODE PLAYER 3 PLAYER 6
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- Only the first three players can be controlled from the keyboard. The keys
- for each player are shown below, but may be redefined by running SETUP.EXE
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- DEFAULT KEYS USED FOR CONTROLLING TANKS:
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- PLYR 1 PLYR 2 PLYR 3 ACTION
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- UP W P Move forward
- DOWN X ? Move backwards
- LEFT A L Rotate towards the left
- RIGHT D " Rotate towards the right
- PAGE UP E { Change weapon
- HOME Q O Fire current weapon
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- If you want to end the round press ESC. This is used for those that can't be
- bothered waiting for the robot tanks to finish the round. By pressing ESC,
- the remaining players receive a predicted score and money bonus depending on
- how much weapon energy and shield energy each tank has. Refer to the scoring
- section on the next page for more further details about quitting with ESC.
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- page 5
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- SETUP.EXE - CHANGING KEYS FOR CONTROLLING TANKS:
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- You may find the default tank controls to be rather awkward, in which case
- you should redefine them (for any of the players) using SETUP.
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- Do not be afraid to change the settings in SETUP, after all, hitting RETURN
- through any of the questions results in the default settings being used.
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- Some keyboards will not register certain keys when certain other keys are
- being pressed. This will cause problems when more than one person is using
- the keyboard. There is no solution to this problem except to experiement
- with different keys (redefined in SETUP), until no conflicts occur.
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- SETUP.EXE is also used for:
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- 1) Choosing what kind of sound is to be used.
- 2) Registering the game.
- 3) Allowing game to double in speed when only robot tanks remain.
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- KEYS USED IN SHOPPING SCREEN:
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- CURSOR KEYS Change hi-lighted box.
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- RETURN or SPACEBAR Buy a weapon, end shopping, abort game, save current
- game, or load a different game.
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- PAGE UP or HOME View information on the current item. If the cursor
- does not move for a few seconds, the item information
- is automatically requested.
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- page 6
- SCORING:
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- TANK POINTS - TEAMS MODE AND HOSTILE MODE
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- KILLING A TANK: 3 points
- DAMAGING A TANK: 1 point for every unit of damage done
- (up to 40 points)
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- A tank takes 40 units of damage to be destroyed, so 43 points can be
- earned for a complete kill. Hitting a tank with good armour means that
- each hit does less damage, so each hit must also earn a lower score. For
- this reason it is best to pick on the tanks with poor armour first, to
- get the most out of your weapon energy.
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- In team mode, additional tank points are earned for firing at the enemy
- jewel. This means that it is a good idea to fire at the jewel while it is
- slowing down, when all the enemy tanks have been destroyed.
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- TEAM POINTS - TEAMS MODE ONLY
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- A team receives 1 point for every unit of damage done to the enemy's
- jewel - up to 50 points. A jewel continually receives damage after all
- members of the team are out. No team points are earned for destroying or
- damaging tanks, although tank points are still obtained this way. The
- team leader is the player who has the highest tank score. Tanks points
- are lost for firing at members of the same team.
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- GETTING MONEY
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- Ten credits are received for every unit of damage done, either to tanks
- if jewels, in team mode. For standard tank, up to 400 credits could be
- received, but for a well armoured tank, a complete kill could earn over
- twice as many credits.
- No bonus credits are received for making the final hit to a tank, even
- though three 'tank points' are earned.
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- THE STATISTICS BOARD
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- Every 15 rounds, and at the end of the game, a statistics board appears
- after the score board. The information shown has no real importance but
- may be to the player's interest.
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- page 7
- INFORMATION ON ITEMS:
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- There are three different types of items: TANKS, WEAPONS, and TOOLS. The
- prices of each item increases slightly as the tank's score increases.
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- Sometimes some of the special weapons do not seem to be worth the money,
- but they were all put into the game for a reason. It might require a bit of
- imagination to use some of them effectively. The descriptions given may
- contain some useful ideas.
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- TANKS:
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- Each tank has four attributes: Speed (forwards and backwards), rotational
- speed, armour and size. Upgrades for rotation, speed, and armour can be
- bought for the same price as the tank. If you have bought upgrades for
- a tank and then buy a new tank, the upgrades are NOT carried across to
- the new tank. This means that is a good idea to buy upgrades only for
- what you consider to by your final tank - depending on how many rounds
- are to be played.
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- STANDARD TANK This is the tank that all players start with. It has
- a moderate armour, but moves and turns slower than
- all the other tanks. Price: 1000.
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- ROTRA I This 'Rotation Tank' was the first non-standard tank
- used for D-Zone combat. It has a much better rate of
- rotation and has improved armour. Price 2000.
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- ROTRA II The compact version of the ROTRA I was designed for
- even better manouvorbility. Although its poor armour
- makes it a quick kill for many, this tank can be
- considered as the best when used well. Price: 2000.
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- OPEC I The expensive OPEC series were designed for faster
- traverse speed, while maintaining the ROTRA rotation
- standards and having excellent armour. Price: 3200.
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- OPEC II A high price is required for the OPEC II - a smaller
- version of the original OPEC, with even better
- armour and a faster turning rate. OPEC II upgrades
- take a while to save up for. Price: 4500.
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- page 8
- WEAPONS:
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- Each tank has seven weapon ports, used for different purposes, and each
- weapon occupies a particular port. The first port is always used for the
- front fire weapons, the second port for Blasters, and so on.
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- When a new weapon is purchased, a '1' appears in the right of the window
- This means that the weapon can be fired up to 100 times. The same weapon
- can be bought up to 9 times, giving a maximum of 900 fires.
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- Be careful when buying new weapons. New weapons replace any number of old
- weapons of the same port without warning. Use the PAGE UP key before you
- buy any new weapon, or you may be replacing an even better weapon.
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- DESCRIPTIONS:
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- [Tank port used]
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- [Weapon Name] [Damage/Energy] [Description]
- (abbreb) [Minimum Price]
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- PORT 1 (Front Fire)
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- MISSILE 3/4 This is the weapon that all tanks start with. It no
- (MISIL) 2 more powerful than the price suggests (10 credits).
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- LIGHT TRACER 0/0 This weapon uses no energy, does no damage, and it
- (TRACE) 5 costs almost nothing. Tracers are only useful for
- working out where the next missile will go.
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- DOUBLE MISSILE 6/5 Double the power of the standard missile for only a
- (DOUBL) 80 little more energy usage. This weapon is a good buy
- for the first few rounds.
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- BEAM LASER 6/6 The main advantage of all lasers is that no tank can
- (LASER) 150 avoid them once fired. Unfortunately this single
- beam laser isn't very energy efficient.
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- page 9
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- TRIPLE MISSILE 9/6 The Triple Missile is the next step after the Double
- (TRIPL) 800 Missile. Due to its slow speed but high damage, this
- weapon is best used for close range combat.
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- POWER LASER 12/6 Power Lasers fire two Beam Lasers by only using the
- (POWER) 1700 energy of only one. A very deadly weapon, requiring
- good aiming skills.
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- TRI-STRIKER 18/6 The Tri Striker, used with RAPID FIRE, is the most
- (STRIK) 2800 dangerous weapon of all. It is important to be sure
- that all three beams are hitting the target, or the
- weapon's great power is not really being used.
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- PORT 2 (Blasters)
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- BLASTER 48/15 The blasters use the double fire system, where the
- (BLAST) 550 first fire sends out the warhead and the second fire
- breaks the warhead up into a group of missiles. The
- warheads break up automatically when they hit a wall
- or the tank. The best way to use blasters is to fire
- at the side of the tank rather than the head.
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- GUIDE BLASTER 48/20 A blaster with a guided warhead - suitable for the
- (G.BST) 1100 desperate situation when there's no time for careful
- aiming.
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- BLAST GUIDER 48/25 The opposite effect to the GUIDE BLASTER. The BLAST
- (B.GUI) 1100 GUIDER is a normal warhead that breaks into a group
- of guided missiles. A common use for this weapon is
- to release the guiders in an open screen, some dist-
- ance away from the enemies.
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- NUKE BLASTER 144/40 This is the big version of the standard Blaster. It
- (N.BST) 3050 only takes two or three, and sometimes only one good
- hit to completely destroy a fully shielded tank.
- Since the weapon is not fired many times, it ends up
- being very good value, but must be aimed carefully.
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- page 10
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- PORT 3 (Surprise Attack)
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- REAR DOUBLE 8/8 Two missiles are fired parallel out from the rear of
- (REAR1) 80 the tank. The weapon makes a good surprise attack.
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- REAR GUIDED 8/8 The REAR GUIDED is a REAR DOUBLE which is guided. It
- (GREAR) 750 is so effective that many like to use it as their
- main weapon. Some even drive backwards and use it on
- the front!
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- TWIN SEEKERS 8/6 Twin Seekers are used for firing around a block, or
- (TWIN) 1200 for surprising tanks at the side. They can also be
- used for long distance attacking, since they have a
- good damage/energy ratio compared to other guided
- missiles.
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- REAR TRIPLE 18/8 The REAR TRIPLE is the improved version of the REAR
- (REAR2) 2200 DOUBLE, doing over twice the damage for the same
- energy use. A high price is required for this high
- powered and highly efficient weapon.
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- PORT 4 (Special Front Fire)
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- TRI BREAKER 15/12 A very damaging low priced weapon. On second firing,
- (T.BRK) 150 the missile breaks up into three missiles, each able
- to do 5 units of damage. The most effect way to use
- Tri Breakers and Quint Breakers is to fire carefully
- at the tank without breaking the missile, allowing
- it to break up automatically inside the tank, doing
- the maximum damage.
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- GUIDED-V1 4/5 This is the basic guided missile. It only requires
- (GUID1) 120 approximate aiming to hit the target. Since it has a
- poor damage/energy ratio, guided missiles are only
- valuable to players having bad aiming skills.
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- GUIDED-V2 4/5 A very effective guided missile. Blind firings of
- (GUID2) 450 this weapon usually results in a series of direct
- hits. Unfortunately the GUIDED-VERSION 2 is no more
- damaging than the earlier version.
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- page 11
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- QUINT BREAKER 25/15 These work the same way as Tri Breakers but instead
- (Q.BRK) 1400 releasing five missiles instead of three. This
- weapon makes an excellent close range attack.
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- QUINT GUIDER 25/20 The Quint Guider is identical to the Quint Breaker
- (Q.GUI) 1700 except that it produces guided missiles, and uses up
- a only a little more power - a brilliant weapon.
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- ELECTRON BOLT 14/8 This weapon is extremely dangerous when it is used
- (BOLT) 2500 properly. It was designed as a long distance weapon,
- but should be aimed at the closest tank only - the
- bolt has a slight attraction to the closest tank.
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- PORT 5 (Defence)
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- SWIRLER 8/4 A missile is released that swirls around the tank.
- (SWIRL) 120 Swirlers are usually fired in large numbers to get
- rid of touching or chasing tanks.
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- ELECTRO BUDS 12/5 Three slow moving guiders are released, each with a
- (ELECT) 300 very effective guiding system. When fired in large
- numbers they can act as a 'deadly mist'.
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- BOMBS ?/? Bombs vary in power and price, but all use a double
- (BOMB?) ??? fire system for dropping and detonating. Bombs are
- usually used against robot tanks since they have no
- skills for avoiding them. Sometimes bombs can be
- dropped in an area where the enemy is forced to move
- over, usually in teams mode.
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- SELF DESTRUCT 250/0 The explosion produced during self destruction can
- (DESTR) 0 actually destroy another fully shielded tank if the
- two tanks are wedged facing each other.
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- PORT 6 (Special Defence)
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- DEATH TOUCH 8/4 Suddenly a high energy current is thrown around the
- (TOUCH) 200 tank, damaging all tanks in contact. It should be
- fired repeatedly since uses only a small amount of
- energy.
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- page 12
-
- ECM HACKER 0/3 The Hacker destroys a portion of the close missiles.
- (HACK) 200 It is used for 'blocking' attacks from slow moving
- but dangerous missiles.
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- ECM WIPER 0/6 The Wiper destroys every missile in the zone. It is
- (WIPE) 700 usually used to aid a friend in teams mode.
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- ECM CONFUSOR 0/0 Without using up any energy, this device causes all
- (ECM) 480 guided missiles to ignore the tank. It has many uses
- but is particularly useful for players who are fast
- at selecting their weapons.
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- PORT 7 (Harmless)
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- HEALER 4/6 The Healers convert weapon energy to shield energy.
- (HEAL) 350 This Healer is only used when the player has excess
- weapon energy but is critically down on shields.
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- GLOW SHIELD 0/15 Glow shields give complete protection for just a few
- (GLOW) 800 seconds. They are used for getting away from a bunch
- of close fighting tanks or for attacking in safetly.
- The best use is to turn the shield on, move up very
- close to a tank, and fire a highly damaging short
- range weapon, such as QUINT BREAKER.
-
- FADE SHIELD 0/20 The FADE SHIELD is a cloaking device. It works by
- (FADE) 1200 bending light around the tank, and then letting it
- resume its original direction, effectively letting
- light pass right through the tank. Not only does the
- tank become invisible, the tank is also unharmed by
- missiles. There are hundreds of ways GLOW and FADE
- shields can be used, requiring some imagination. The
- GLOW shield lasts twice as long as a FADE shield.
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- TELEPORTATION 0/10 This device is useful for escaping from desperate
- (TELEP) 2000 situations or for freeing yourself when stuck. It
- uses a very small amount of energy when considering
- its fantastic power.
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- FUSION HEALER 15/15 This is the 100% efficient version of the standard
- (FHEAL) 1800 healer. Intelligent players are always happy to buy
- this item once enough money is saved.
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- page 13
- TOOL DESCRIPTIONS:
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- RED DOT - A red dot appears inside the tank whenever the
- current weapon is not fireable. It's low price makes
- it a standard add-on for most.
- TANK UPGRADES - You can buy tank upgrades involving speed, rate of
- rotation, and armour. Each upgrade costs the same
- price as the tank, and it is only possible to buy
- one of each upgrade per tank.
- SHOPPING CARD - The common shoppers can buy a D-Zone discount
- membership and receive all items for only 75% the
- original price - a definite requirement for the long
- round games.
- SCORE BRIBE - It takes no effort to make a simple deal with the
- guy who controls the score board.
- FUEL UPGRADE - This upgrade to the weapon fuel increases the damage
- of the weapons by 65%. Although the chemicals used
- are highly expensive, this is the standard fuel for
- Hunters and Seekers, so they need not buy this item.
- RAPID FIRE - This item enables rapid firing with port 1 weapons.
-
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- DESCRIPTION OF ROBOT TANKS:
-
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- R1 PROTOTYPE - The very first robot - a competent competitor, but
- still the lowest ranking tank. It has poor shopping
- skills and is slow at making decisions.
- R2 SHOOTER - The Shooters were a fairly big improvement over the
- PROTOTYPE due to a faster scanning rate. They like
- to use long range firing, but make no checks to see
- if they are firing through walls.
- R3 SEEKER - This type of robot avoids the long range fighting
- style and saves all of its weapon energy for quick
- kills at short range. They have a very fast firing
- rate which makes them an extremely dangerous enemy
- at close range. It wasn't until that Seekers arrived
- that robots viewed as serious competators.
- R4 HUNTER - The Hunters will usually defeat any other robot tank
- and only the fairly skilled players can beat a group
- of six Hunters. They use long distance firing when
- appropriate, and can fire at a faster rate than the
- Seekers.
-
- page 14
-
-
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- REGISTRATION
-
-
- (How do I remove that annoying message?)
-
-
- This final page is the most important part of this documentation as far as
- the author is concerned. If you enjoy this game, I encouraged you to show your
- respected appreciation by sending $10 to the author. For this you will receive
- a password, corresponding to your name, that removes the annoying message at
- the start of the game. Remember that further development to this game is based
- on how much support I get from the players, so please send me a letter.
-
- Payers may want to send an extra $5 to receive the latest version of D-Zone
- on disk. Each new version of D-Zone is available to payers for some time before
- that version is released publicly as Shareware. The price is cheap, and if you
- enjoy this game, the new versions are definately worth having.
-
- If you like, include a note explaining any improvements you would wish to
- see in the game, your ideas may be found in the next version.
-
-
- Send $10 (with comments) to:
-
- Julian Cochran
- 43 Bellevue Drive
- Bellevue Heights
- South Australia, 5050
-
-
- Later versions of D-Zone may include various new weapons, tools and tanks,
- dynamic support for the Sound Blaster card, more intelligent robot opponents,
- and whatever else truly improves the game.
-
-